function EFFECT:Init( data )

	self.Position = data:GetOrigin()
	self.Colour = data:GetStart()

	local emitter = ParticleEmitter( self.Position )
	
	//local positions = {}
	//local colour = self.Colour
	//for i=1, 8 do
	//	positions[i] = (self.Position + Vector(math.random(-4,4),0,math.random(-4,4))) * 20
	//end
	
		//for delay=1, 8 do
		//	timer.Simple(delay, function()
				//local pos =  self.Position//(self.Position + Vector(math.random(-4,4),0,math.random(-4,4))) * 20
				
				for i=1, 50  do
					local particle = emitter:Add("sprites/light_glow02_add", self.Position )
					particle:SetColor(self.Colour.x, self.Colour.y, self.Colour.z, 255)
					particle:SetVelocity(Vector(math.random(-4,4),0,math.random(-4,4)):GetNormal() * 90)
					particle:SetDieTime(2)
					particle:SetLifeTime(0)
					particle:SetStartSize(100)
					particle:SetEndSize(0)
					particle:SetStartAlpha(255)
					particle:SetEndAlpha(0)
				end
			
		//		if (delay == 8) then
		//			emitter:Finish()
		//		end
		//	end )
		//end
	emitter:Finish()
		
	
end

function EFFECT:Think()
	return false
end

function EFFECT:Render()
end